To judge also means to “make an as-sessment, evaluation, or appraisal.”10 When we stereotype people, we judgethem in this more loaded evaluative sense as well.
Judging is violent.
To judge also means to “make an as-sessment, evaluation, or appraisal.”10 When we stereotype people, we judgethem in this more loaded evaluative sense as well.
Judging is violent.
The upshot of this analysis is that my definitions of stereotypes andstereotyping must be understood through at least two complementaryframeworks. The sociological frame deployed by Collins is necessary forexplaining why certain kinds of stereotyping in individual psychology canbe widespread and how they relate to group dynamics, including the mainte-nance of group hierarchies. The psychological frame that I spent most of thischapter elaborating is required to fully analyze the impacts of stereotypingon individual experience and social interactions.
Sociocultural biases, and cognitive biases! Plus, if we add the verbalisation requirement of page 35, we can add dialogical biases to :-)
Given this analysis, here is what I propose as definitions suited for thepurposes of an explanatory project:To stereotype a group is to characterize a group as a collective entity.To stereotype an individual is to judge that person by group membership.
(analysis as seen in the fragmentary views of 1.2.1-1.2.4)
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The practice of producing racist effects without having to declare racial intentinformed the drafting of key provisions of the United States Constitution. Apossessive investment in whiteness was inscribed early in the document inthe three-fifths clause that appears in article 1, section 2, paragraph 3. Thisprovision gave slave-holding states preferential representation in Congress(and consequently a quota of extra influence over the federal government) byallowing slaves to be counted as three-fifths of a person for purposes ofrepresentation. Yet neither slavery nor race is mentioned explicitly.
Historically true, but changed with the introduction of the 13th Ammendment to abolish slavery.
Anchoring the slowed pace of race reform in the 1980s, and the dismantlingof the civil rights infrastructure throughout the 1990s, colorblind rhetoriccrossed over into popular culture to provide ideological cover for ballot ini-tiatives and other efforts to neutralize affirmative action and other antisub-ordination measures.
Origins of post-racism, of neutrality through algorithms, of "it's covered by the law"
I started undoing the 'participatory' design plans I unilaterally made to reconceive acollective methodology with more uncertain, voluntary, and relational dynamics. Surprisingly, this'ineffective' ongoing turn became a strength rather than a limitation—
No plan is unilateral, we are a conduit of past relationships, of people who have influenced us, and we acknowledge this so much that we allow the transference of autonomy through "differently abled" people guardians, stewards of nature, animal caretakers, and political representatives.
What Volpi is looking for without stating is a sustainable equalised economy where there are no power monopolies and notable hierarchies that may lead to oppression. But to say that "inefficiency" is a "strength" unkowingly perpetuates those oppressive structures, because this "inefficiency" is almost exclusive of wealthy people. Volpi's language is colonised, as they probably don't realise this.
Say they get involved in an actually slow process, one where they don't propose, but wait for others to ask, one, like an ethnography, where they learn and listen and don't try to impose themselves and their ideas because that is the productivist system that academia perpetuates... then the group they end up in will either be a marginally small group of outcast people, or privileged (or both), with minimal potential impact for change; or they will end up in a bigger already existing association where they in a way "inflitrate" and only over multiple years start to achieve trust capital to push their ideas (having also taken some others' in order to claim epistemic humility and a certain representativeness).
Let's see... how do I spell this? We must not condone infinite growth, but when it comes to things like ending poverty, I think our stance should be unambiguously clear that this is progress, that this is positive.
Lastly, the iterative playtesting phase continuously (re)shapes future-oriented practices of rule-bending, broadens the participatory spectrum, and disrupts dominant fictionalexpectations through grassroots actionable knowledge production (Boje et al., 2004, p. 1).The dynamic nature of play and games is thus a poly-vocal ante-narrative: a “fragmented, non-linear,incoherent, collective, unplotted, and improper storytelling” (
Sure, but participants too necessitate this language to partake in future designing. That is, they need to learn, they require practice, awareness, validation... help dismantling capitalist myths!
Theconcept of prefiguration (Boggs, 1977; Maeckelbergh, 2011) posits that the future we strive for cannot be adistant horizon but must be enacted in the present, embodying the changes we wish to see.
When you get yourself dirty, like Simone de Beauviour, you see how hardcore this is, and how understanding you have to get.
Prefiguration, in other words, does not await aperfect future, designed and implemented by experts and representatives; rather, it creates spaces forpresent-day horizontal decision-making processes and living experiments of alternative social orderswhere failure and trial are also embraced as part of the process (Antebi et al. 2007).
Yes, but watch out not to displace the responsibility of change from social regulations, to individual consumers (addicts, sometimes stuck in discriminatory religions).
utopian blueprints that leaves no room for the messy, iterative processes of real-world change tend toprivilege ideal novelty over proven informal methods, thus still prioritise future outcomes at the expense ofpresent imperfect realities, and still “need greater plurality” (Howell et al., 2021).In sum, while the future-directed trajectories of DSI, design futuring, and utopian studies offer powerfulframeworks for imagining and striving towards better societies, they also underscore the need for abalanced engagement with time, recognizing that meaningful social innovation must weave together andproblematise the threads of past experiences to create a tapestry of change that is both visionary andcritically grounded.
Meaning that it must not be "any utopia", it must be a fact-based, historical memory contextualised, and locally-globally contextualised one. It must draw from the ecological validity and past idiosyncrasies of the specific place in which it is being applied, while considering how to organically reproduce it providing a timely fast enough proposal that avoids tipping points, while being exhaustive enough to prevent corruption, thus managing ETTO.
For this, we must not push ourselves hierarchically, but rather understand that democratic emancipatory change that leaves as few people as possible behind, is a process of collective learning, which will have sidesteps, and retries, like someone trying to stop an addiction. It won't be a linear progression, always improving and never failing, like the supermorality and supercoherence that right wingers impose on bureaucracy and the revolutionary alternatives.
community, fueled by a strong desire to re-tain what already exists. Typically, the cases are carefully swaddled inappeals to skill, to being good enough, and to working hard enoughto make it. All these tropes are at the center of any sort of merito-cratic appeal. If the harassed were tough enough to take it, then theywould be able to reap the rewards of success. Systemic harassment setsthe terms on which players engage, giving stark advantage to thosewho are not targeted and retaining power for those who have alreadyclimbed the ladder.
There's this non-homogeneous group of white privilege people that yearn to continue playing these types of games, and that may even see themselves as activists when buying them. These may be big mainstream titles, but much like in cinema and TV, their budgets are also big. They know, and they don't mind, they wish these games be as larger and ambitious as possible, ever bigger, and more complex, and continuously "improving", and "innovating" in this sense. They see defending this kind of consumption as defending their identity, defending who they are, defending dark comedy and freedom of speech... freedom of speech, at which point does it become hate speech? Why should their tone for people that have no skin in the game and who aim to get rid of their identity, of their way of living, without asking? You see how both sides have self-reinforcing narratives, and they may even acknowledge this, and although many left-wingers would love to parse out this radically big titles, instead of talking it out and recognising the current exclusionary and biased present (not perpetuating endless debates), some prominent white privilege people push a zero-sum incompatibility competition narrative where one must survive, and it will be them.
You can't expect a person who's played 5000 hours, to quit Fifa overnight.
Also, notably, this is the argument thrown at women and leftists too, arguing for a sort of inevitability of the system we live in. It's "You got your ass touched? Thank you didn't get raped", or "You cry for those people in Sudan? Why don't you go there?"... the cynicism and instrumentalist value-ridden statements that plague these ideologies... it's a red herring distraction that allows toxic masculinity with its inherited Western binary of mind-body, that separates the psyche and tells boys not to cry, not to share their emotions, to grow a thicker skin, to not make a fuss about it, and on the grounds of "tolerance" and not being a "kill-joy" or a "virtue signaler" this allows machoism, revenge sex, and rape fantasies to remain.
storically speak-ing, as arcade games declined and home gaming consoles and personal com-puters grew more prevalent throughout the 1980s and 1990s, game design-ers began experimenting with more forgiving forms of gameplay, allowingplayers to save their progress and in cases of defeat or less than optimalcompletion, to backtrack and try again. Today, bolstered by cheap data stor-age, games routinely offer convenient save points, ample save files, penalty-free respawning, and even automatic saving
Much like with 3D, massive multiplayer, 100+ battle royale (and live events), realistic graphics, and, perhaps in the future, adaptative storytelling with generative AI.
A paper publishedin the Proceedings of the National Academy of Sciences (PNAS) in Decem-ber 2009 calculated that armed conflict could increase up to 54 percent insub- Saharan Africa by the year 2030, linked to the rise in temperatures. Theauthors acknowledge that economic well-being remains the single mostimportant factor in civil and transnational conflict, but nevertheless stress“a large direct role of temperature in shaping conflict risk.”16 Although clear-cut ties between warming and armed violence may be elusive, there seemsto be little overall controversy about more indirect connections, for instancethrough temperature-associated water scarcity and failures in agriculture.Social scientists have long understood that rates of many types of violentcrime exhibit seasonal fluctuation and are often highest in the summer,17and one cannot help but wonder what a worldwide fever will do to territorialtempers.
Sudan
Farm games could make crop selection less arbitraryand more biologically meaningful, not only by encouraging smart crop-rotation practices (for example, planting crops with nitrogen-fixing bacteriaafter crops that leach nitrogen from the soil) but also by instituting impor-tant interspecies dynamics, among them predation, pollination, scavenging,and decomposition. Players should be able to increase crop yield or growhealthier plants by considering their temporal or physical proximity to otherspecies, both plant and animal, for instance, by planting a symbiotic ThreeSisters garden (squash, beans, and corn), or using animal waste to improvethe soil.
Minecraft and Stardew Valley do this too
Listening just once to a song stored in the Cloud uses less energy than pur-chasing and shipping a CD, taking into account manufacturing and transportenergy. Listening to the song a couple of dozen times leads to more overallenergy used, largely because of greater use of the networks. The Cloud usesmore energy streaming a high-def movie just once than does fabricating andshipping a DVD.43Clearly, the cloud offers convenience and less visible clutter, at a price. Thereare power savings to be had with remote data storage and sharing if theservices are used infrequently, but many use the cloud less as archive thanwardrobe, a place to keep things that are used every day. If we downloadphotos often enough, we would do better to store them on our own comput-ers, rather than the cloud: “A laptop hard drive operates at ~1 watt whetheraccessing a photo twice a day (~0.1 downloads/hr) or accessing 100 photos.As download frequency rises the Cloud can consume over 10 times moreenergy to store and access information than storing on a laptop.”
Consider, though, whether and how the CD will leave physical trash behind, in contrast to a game file, considering you need a machine for its sound nevertheless. Shall this machine be individual, or could it be shared?
Is playing a game online an environ-mentally dubious alternative to playing a game off one’s own computer harddrive? Are single-player, or better yet analog games the most sustainablechoices?
Playdate?
Tuan claims that vertically oriented cultures, like those of peasantsand subsistence farmers, tend to live by cyclical time, to see themselves aspart of a religious cosmos and seasonal shifts, rather than the secularizedand aestheticized horizontal expanses of modernity, indicated in our termslandscape, scenery, and countryside.Tuan’s broad-stroke observations support an interpretation of game envi-ronments that prioritizes their manipulation of the player’s experience oftime and distance. Rather than the physicist’s formula, distance = rate × time
Against linear progress models
Like stock photos or even cell phone antenna trees,35 digital plants are for themost part mass- produced clichés that are simultaneously hypervisible andinvisible, ubiquitous enough to pass beneath notice, designed to be seen andignored. Yet this is the nature we increasingly consume on our screens, thatis praised by industry elites, and in some cases, as with Avatar’s Pandora,found preferable to our own world. Meanwhile only a little digging revealsthat, as with much game technology, SpeedTree has partial roots in the mili-tary, since its founders developed their expertise while serving in the navy.
They are the background, of course, much like in current daily life.
The deer cam pokes equal fun at connoisseurs ofthe GTA franchise and overly invested animal cam watchers, as in the caseof the now infamous Woods Hole Osprey Cam, which had to be takendown because of viewers’ irate behavior over a perceived “bad animal mom.”Whether or not Watanabe intended to gently lambast our tendency to proj-ect human morals onto animals, donations to the project ostensibly went tosupport the Humane Society.Even these select examples of animal gameplay invite new critical per-spectives from within and beyond the pale of conventional game scholar-ship, from the many varieties of posthumanist and multispecies thinking,prominent among them Donna Haraway’s work on the cyborg and compan-ion species and Anna Tsing’s “more-than- human sociality,”15 to the feministethics of care and its application to animal welfare. Caring for something,whether a toy creature, potted plant, or pet rock, is a potent and evolution-arily hardwired behavior, one which Turkle reminds us leads children tofeel compunction, even grief, over abusing a Furby or forgetting to feed aTamagotchi.
Bam!
“macro-descriptions of historicalevents cannot form the main body of a mainstream literary work, for thenthe novel ceases being fiction and becomes a work of history.”82 Science fic-tion, however, can tackle macro-portrayals of history because that historyis invented. Reminiscent of Timothy Morton’s suggestion that ecologicalthought should be cosmological and darkly ecological, rather than locallyoriented and sunny in disposition, Liu argues that science fiction expandspost- Renaissance literature’s anthropocentric narcissism by deemphasizingthe importance of character and emphasizing the importance of world—while many have seen this as science fiction’s generic failing, for Liu it isundeniably an asset that sci- fi characterization goes beyond the individualto “species portrayal” and beyond that to world/environment portrayal.“Mainstream literature is limited to describing a single species (humanity)and a single world (Earth),” says Liu, dismissively.83 Liu remarks that his owncareer has seen a parallel shift from hard or pure sf, rooted in hard science,to an increased reconciliation and focus on the human relationship to thenatural world. For Liu, science fiction manages to do what both Chrono-Zoom and No Man’s Sky set out to do, with mixed results, and in a mucholder medium:Science fiction is precipitously expanding the descriptive space occupied byliterature, giving us the potential more vividly and profoundly to show Earth
It's a way to value the cosmological beauty, and our smallness. Could be considered a profoundly curious and humbling pursuit.
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